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seansilver12
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Character Name
Friedrich of Redclyf
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Highlander
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SURNAME: Redclyf FIRST NAME: Friedrich RESIDENCE ADDRESS: Salvian Court I YEAR OF BIRTH: SA 46 Are you registered and eligible to vote in the Commonwealth of the Petra: Yes ((MC NAME)): Seansilver12
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GOVERNMENT NAME: Friedrich Redclyf SUMMER’S OLD (AGE): 80 DO YOU CONSIDER YOURSELF A CITIZEN OF PETRA?: Yes! VOTE GRANTED TO CANDIDATE: Joseph Mosu ((MC NAME: Seansilver12
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SURNAME: Redclyf FIRST NAME: Friedrich RESIDENCE ADDRESS: Salvian Court I RUNNING FOR LORD MAYOR OR CITY ASSEMBLY: City Assembly YEAR OF BIRTH: SA 46 Are you registered and eligible to vote in the Commonwealth of the Petra: I believe so. ((MC NAME)): Seansilver12
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Surveying the halfling village, Friedrich would take a hit of Ad'ah's pipe, "After the baby-eater, women killer lies I really shouldn't be surprised. These good-for-naught halflings really can't stoop any lower." He'd shake his head as he responded to his friend, "At least they can't even plan an ambush correctly..."
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"Ave Redclyf!" Said an aged Friedrich I
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The Redclyfians An extensive handbook on the history and culture of the Redclyfians ____________________________________________________________ Origins The Red Company’s Coat of Arms Prior to the Redclyfians, there was the renowned Red Company: a band of knights led by the renowned and respectable Captain Friedrich and his uncle Ulrich. The Red Company had fought in many wars and battles under different banners such as the Jackalope Knights, Krugmar, and later Savoy. Throughout their early life, they were given keeps and land to act as their headquarters. Eventually, however, they found themselves backstabbed by the Jackalope Knights when the Knights arrested and tortured one of their men. Rage, fueled by the betrayal of the Jackalopes, led to Friedrich and his men taking up arms against them, launching raids and fighting skirmishes against the Jackalope Knights and Kane Redfist’s town. Sutican Tour of 33 S.A, depicting battle between the Red Company and the PKS within the defeated town of Brynrose Later on, they moved to Krugmar and gained land (which they would go on to call Westfelde) in return for their martial prowess. Soon enough, however, the Red Company found itself back in Sutica, who too recognized their martial abilities and granted them land. This land and keep was to be called Redclyf. Years later, after Friedrich of Redclyf and his uncle Ulrich joined the Mösu family, the collapse of Savoy occurred. This left Redclyf independent and surrounded by former vassals of Savoy, in addition to new factions who threatened the stability of the region. They moved to Myrine alongside their newly gained Rozanian vassal to found the Redclyf-Rozanian duchy, kickstarting the Redclyfian way of life. ____________________________________________________________ Way of Governance The way of governance among the Redclyfians has remained the same since its founding, being a feudal society that is primarily ruled by a Duke. Like many such monarchical governments, a council aids the lord of Greenstone in both administration and decision-making - for what good is a lord who does not listen to the voices of his people? Greenstone’s Council is modeled similarly to the Aesir council of the old Redclyf-Rozania, which was divided into several roles: The Aesir of Aesirs (Chancellor), Aesir of Peace (High Diplomat), Aesir of War (The Marshal), Aesir of Coin (High Steward), Aesir of Whispers (Spymaster), and the Aesir of Protection (captain of the duke’s guard). In the martial culture of Redclyf, generals and knights are often the most celebrated members of the aristocracy, but most do not join the upper class in the usual feudal way - via blood and standing alone. Instead, most Redclyfian nobles gain their titles through merit. Sometimes even commoners rise to gain positions within the noble-led government due to serving well and having the right skills for the job. Whether born to their noble role or appointed as noble due to their abilities, the nobles stand as examples of the prime Redclyfian, serving as an example to all of what one should become and strive for: an honored and chivalrous warrior who is proud and indomitable. ____________________________________________________________ Rhythms of Daily Life Around a Redclyfian town, or perhaps even inside the wooden palisades, one will always find large wheatfields being attended to by farmers under the blazing sun, as they dirty their hands and feet working in the soil. Horses and various other livestock graze in lavish pastures under the watchful eye of a shepherd boy and his trusted canine companion as they keep order and safety among the herd. Suddenly a bell is struck marking the 12th hour of the day, midday, and everyone moves in towards the village. The wheatfields are left for now, and the herds are brought into enclosed pastures with only canines to watch over them. Every Redclyfian enters their homes for an hour to utter a prayer to whatever faith they practice, be it Almarism or canonism, before eating and resting to replenish their strength to continue working till dusk. Their homes are simple, with either flax or wooden roofs keeping them from the cold, while walls are made out of sturdy wood or stone depending on how rich the individual is. In the center of the town, there is a bustling square filled with market stalls, selling various goods and services such as metal works, foods, carpentry, textiles, and foreign goods. The air fills with shouts in both foreign and local accents from merchants eager to draw customers to their wares. A notice board is filled with papers from officials who have nailed up decrees and news, as well as from commoners who have nailed postings about their own services and events. A tavern can be found not too far from the center of the town, where your average citizen finds himself enjoying his spare time after a long and hard day of work via drinking and socializing. Even nobles themselves join in to spend time with the common folk and to form bonds of friendship with them. Not far from the town square lies the Lord’s manor or keep, having been erected on elevated land so as to gain a good view of the lands around, to keep an eye on the commoners below, and to keep an eye open for enemy warbands. The keeps are erected and built with a moat and bailey; the keep itself is a large stone tower with four corners. This structure is typically connected to a wall, which forms a bailey right in front of the keep. Outside these structures is another wooden palisade with its little wooden gatehouse, which forms an outer bailey. Here one finds the town blacksmiths, making weaponry, armory, and tools of the trade in the town as sweat pours down their foreheads due to the immense heat. Within the courtyard, knights and their squires, alongside men-at-arms, train and attend to their duties, such as patrolling the estate and lands to ensure the safety of the people and to hone their skills for future wars. In one of the corners of the wall, there is a large tower, serving as barracks, as well as an armory for the troops stationed there. ____________________________________________________________ Views on World & Life Redclyfian knight fighting against a Norlander The Red Company and Redclyf were formed and grounded by Highlander Knights, which has led the Redclyfian culture to take on a set of norms and beliefs similar to other Highlander folk groups. However, the warrior lifestyle has taken a firm hold on the culture as well. The most noticeable aspect of this is their proud and chivalry-centered way of life, most people making decisions based on what they find honorable and what is beneficial for the town. Redclyfians are proud of their social standing and the work they put in to provide for themselves, yet they also care deeply for their family and community. They are also known for their indomitable will, refusing to bend to another people or ruler, unless it is a Redclyfian lord guiding them while they are under another state or are working with another state as mercenaries. Redclyfians admire horses as a central part of their culture, seeing them as majestic and powerful creatures which have become an integral part of life, especially for their soldiers - for Redclyfian warriors are usually mounted knights fighting with great prowess. They have a strong belief in the family unit and community, which comes in many shapes and forms. A soldier might see his brothers and sisters in arms as his family, while a worker in the field bonds with his fellow workers as family. Still another citizen might most closely cherish the people who share her flesh and blood: her kin. Whether one’s family is by blood or by bond, remaining faithful to the family unit and protecting it, even if it comes with the cost of one's own life, is sacrosanct to the Redclyfian way of life. At all costs, they must not disgrace or drag the family in the mud for their own selfish vices. It would be honorless for one to abandon their family in their greatest time of need or to abuse it for their gain. There is a belief common among the Redclyfians, one that stems from their militancy and their adherence to honor: “Death before dishonor, and if death, then perish with a sword in hand.” In other words, they would rather die than disgrace themselves by practicing deeds associated with dishonor, and they will always go out fighting for what they find honorable. Why, though? As a result of this martial philosophy, Redclyf seeks to gain as much strength as possible; however, due to their sense of honor, they have no desire to practice cruelty and savagery towards those that are weaker. In their minds, the strong ought to protect the weak. If the weak should struggle and refuse to surrender, then it is the duty of the strong to make their opponents’ deaths quick, for there is no honor in dragging out their struggle. ____________________________________________________________ Traditions & Celebrations Redclyfians celebrate the longest day in the year by lighting fires and dancing Redclyfian culture includes a rich tapestry of celebrations and traditions, some being imported from different nations and cultures and others being native to the Redclyfians. The main example of a non-native celebration is Krugsmas, a festive celebration all about sharing presents and time with your family/kin. Redclyf also revels in being able to celebrate their own culture with celebrations and traditions of various themes and moods throughout the year. One common celebration is known as Midsummer in the common tongue and is celebrated on the longest day of the year. Townspeople erect and light on fire large and small stick piles whilst young men jump over them as a sport. Dancing, eating, music, and drinking are common during these celebrations too, as it is a way for everyone involved to take a break from the hard labor of the summer heat to ensure a healthy harvest, so that they may relax and enjoy life a little. Coming of age is an important part of every Redclyfian’s life, for it marks the end of childhood and the beginning of adulthood. Unlike most cultures, however, coming of age does not occur at a certain age, but rather after the completion of a few trials, which every boy must go through to become a man. There are three trials that a boy has to complete to be considered a man. First, he must tame a wild horse, breaking its will and asserting his dominance over it to assert himself as its master and rider. This may happen in different forms; sometimes boys are sent into the wild to find a wild horse and tame it, while sometimes it is simply a feisty horse from the village stables. (Why tame a horse? Horses are an important animal, both spiritually and practically, for the Redclyfians. They represent great strength, courage, and beauty, while in practical terms, they are an important part of the way Redclyfians partake in war: relying on mobility and cavalry. Horses are also essential for the life of the Redclyfian farmer, as they are used for plowing and transportation.) Second, he must hunt down a worthy animal upon the newly tamed horse, usually using a spear or a bow and arrow. Some even opt to simply ram the animal with their horse, depending on what they are hunting. A worthy animal can be anything from a deer to a bear, depending on what is available to hunt and what the boy’s testers think he will be able to handle. The last, and perhaps most dangerous, trial of them all is to honorably slay a man in either battle, skirmish, or duel. ____________________________________________________________ Redclyfian Tongue & Phrases Just as every culture and people who have existed and developed independently has gradually formed their own language, and just as the great nations of Almaris each have their own speech and tongue, so have the Redclyfians developed their own way of speech. Their language is based on the Auvergenian language (since the Redclyfians and Red Company originally existed in Savoy lands), yet it has intermingled with Old Norlandic from the influence of the Mösu clan to form the tongue of Redclyfians. Common Phrases Baonjour - Hello À bétôt - See you soon À la s’maine tchi veint - See you next week À peu près - Nearly, about Bouan gniet - Good Night Coume tchi que l’affaire va - How’s it going, How’s business going J’m’en fiche - I don’t care La fîn du temps f’tha tout vaie - Time will tell Ni feu ni feunque - No fire nor smoke Ni feu ni fouôngne - No fire nor baking Quaï heure qu’il est - What time is it Quaï temps qu’i fait - How’s the weather S’i’vous pllait - Please, if you please Tchi qu’est vote naom - What’s your name? Numbers The Redclyfian way of counting and numbers h follows a pattern like many other languages. The tens, for example, usually end with “nte” to signify it is two digits, the only number breaking this pattern being Ten and Twenty. Although sometimes there are variables for the same thing, a good example is Eighty, which would be Quatre-vîngts (literally 4 twenties). As for the hundreds, one simply attaches a “Chents” at the end (e.g. deux-chents, Trais-chents, Quat’-chents, etc). The sample principle applies to 4 digits and 6 digits as well. Iuene - One Deux - Two Trais - Three Quate - Four Chînq - Five Six - Six Saept - Seven Huit - Eight Neuf - Nine Dgix - Ten Vîngt - Twenty Trente - Thirty Quarante - Forty Chînquante - Fifty Sessànte - Sixty Septante - Seventy Quatre-vîngts/Huiptante - Eighty Nénante - Nighty Chents - Hundred Mille - Thousand Millaon - Million Colors Rouoge - Red Vért - Green Juane - Yellow Orange - Orange Bliu Floncé - Dark Blue Bliu Cliai - Light Blue Brun - Brown Pourpre - Purple Blianc - White Rose - Pink Nièr - Black Gris - Gray ____________________________________________________________ The Average Redclyfian The average Redclyfian is one of primarily Highlander descent, sharing many similarities with them when it comes to their physique (Not every Redclyfian resembles a Highlander, however, since the culture and way of life of Redclyf are not exclusive to one group of people. Just as a Highlander can adapt to elven and orc society and culture, so can other races and kinds of humans adapt to the ways of Redclyf). Like Highlanders, the average Redclyfian usually has pale skin, although tans are not uncommon, especially among those working long hours out in the sun on their farm or honing their martial prowess. Due to the people being hard-working, it has left them with tough skin, their hands filled with blisters and scrapes. Eye color ranges from common brown to blue and lilac. Their hair can go from black and brown to vibrant colors such as red. Redclyfian men and women, as with any human race, differ. Men are taller and sport broader builds than women, whilst women are often both shorter and slimmer. Men usually stand at 5’9 to 6’3 (and sometimes above), while women typically stand at 5’4 to 6 feet. ____________________________________________________________ Where Are They Now? Since the fall of Redclyf-Rozania, the Redclyfians have been wandering the plains of Almaris, searching for a place to call home under the leadership of Björn Mösu, the second and last duke of Redclyf-Rozania. During this time of the exodus, they found themselves living in places such as Balian, yet wherever they went, they still did not feel truly at home. Now the people have resettled in Greenstone, the former forest Dwed settlement of the Verdant Glade, where they live and work as a vassal of the Iron Horde. Björn Mösu still leads them.
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The ex-Duke of Redclyf-Rozania would turn in his saddle to look behind at Myrine, the city he left behind. "It was a good time while it lasted." He'd mumble to no one but himself, "Retirement is good though." Friedrich would look at the open road ahead of him. "All I need is my sword and my horse, I can finally wander the roads as I did in my youth. Almar, I was strong then." He'd lament, and then with a snap of the reins he's off.
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Settlement PRO MC Name: Seansilver12 Settlement Name: The Dual-Duchies of Redclyf-Rozania Proposed Settlement Locations (Highlight 3 on the map): Tile 123, in the town of Myrine. I am the PRO of Myrine and we’ve already taken control of the city there, just want to make our settlement official. Settlement Lore (could link to an existing creature or other lore) (1000 words minimum): The Dual Duchies of Redclyf-Rozania were first founded by Friedrich Redclyf and his mercenary group, the Red Company. The land was originally given by the Princess Renata of Savoy for Friedrich to build a small keep and house his men. So, with the keep acting as home base, the Red Company was built up. Their numbers increased, including the young Uhtred Mösu. Friedrich and his kinsman Ulrich continued to get closer with Uhtred and, eventually, the rest of the Mösus, leading to the two officially joining the clan. This alliance helped both families, helping to resolve Friedrich’s issues of running the keep in the south and Ragnarr’s issues with Norland to the north. Tensions between the Mösu clan and the kingdom of Norland reached their peak when Ragnarr asked for official recognition by the King of Norland and was denied. Seriously disgruntled, the Mösus all decided to move permanently to the south. Around this time, the Rozanians came down to Redclyf and asked to live within the Duchy. These immigrants were accepted and soon named Friedrich the Duke of Rozania, making the official title of the realm the Dual Duchies of Redclyf-Rozania. With this population boom, the Dual Duchies faced a problem; the rocky soil from their hilltop keep was unsuitable for growing crops or building a village. It was determined that the capital had to be relocated. The Mösu clan started to scout out possible locations, but they always felt drawn to the big lake to the east. At first it was unexplainable, but eventually a cave was discovered, with a book and other relics. The book spoke of the Lady of the Lake, known as Almar. The religion of Almarism was formed, and the leaders of the Dual Duchies converted. The Mösus wanted their clan to be close to the Lady’s Lake, in order to watch over it and guard it as they thought they should. So, they determined the best place to relocate would be the city of Myrine. It made sense from religious, political, and geographical standpoints. Historically, Myrine was the seat of power in the region, and, in the final days of Savoy, was the main city of the Principality. All of these factors made the decision to move the capital to Myrine an easy one. Now, the Redclyf-Rozanians are looking to cement their hold on the land they lay claim to through diplomacy with the other southern nations and with force if necessary. The Dual Duchies of Redclyf-Rozania have already dealt with potential crusades, Rozanian rebels, and Norlandic mercenaries. Whatever new challenges come their way, they must be ready to face them as well. Settlement Government Structure Explanation: The government in Redclyf-Rozania is ruled by the Duke. The position of Duke is a hereditary one, which follows a primogeniture inheritance law of old Savoy. The duties of the Duke are to make and enforce the laws of the Duchy, ensure the Duchy runs smoothly, and provide things for the people to do. The Duke rules over the Duchy with the help and advice of members of his small council, which was inspired by the councils of both Savoy and Norland. The members of the small council are called the Aesirs; there are up to twelve slots for members. There are also two types of Aesirs. The first type are called Council Aesirs. Their duties are to advise the Duke on their assigned topic and carry out the Duke’s orders. The other type are the Valor Aesirs. These council members are the most accomplished soldiers within the realm, and they function as the Duke’s guard. There can be up to six of them, but there will likely often be less than that. The positions are as follows: Council Aesirs: Aesir of Aesirs: Functions as a Hand of the Duke. The Duke’s main assistant and the man in charge of the other council aesirs. Tasked with making sure things run smoothly and directing the Aesirs efforts. Aesir of Peace: Head diplomat of Redclyf-Rozania. Maintains good relations with the other nations and settlements and makes new treaties with them Aesir of War: In charge of the military of Redclyf-Rozania, known as the Red Banner. Maintains their equipment, barracks, and sends them on missions for the Duchy Aesir of Coin: Head steward in the Duchy of Redclyf-Rozania. Maintains trade between realms and manages taxes and trade in the realm. Aesir of Whispers: Advises the Duke on current happenings and intrigue from across Almaris. Aesir of Protection: The Duke’s chosen champion and protector. Leader of the valor Aesirs. Lair Build and Infrastructure (photos required): How does this settlement offer a unique niche not already found in an existing polity on the server? A thing that sets the Dual Duchies of Redclyf-Rozania apart from the other human settlements on this server is its unique religion, Almarism. Almarism was strongly influenced and inspired by the Brettonnian Lady of the Lake from Warhammer, and has a more nature-based feel to it. In this religion, the belief is that The Lady of the Lake, called Almar, represented life itself. She was locked in a stalemate fight with Old Gods who represent death, and, in order to win the fight, she used magic to entrap them within the earth itself. This massive use of power completely drained Almar's energy and sent her into a coma-like state. She sank to the bottom of our lake and remains there until the Old Gods come back again, and she must start her fight again. A major tenet of Almarism is the idea that one has a duty to protect the Lady. Therefore it is the duty of Almarists that once the Old Gods return, and Almar rises again, they must take up arms with her and assist her in her fight. The decisive factor in Almar’s first battle with the Old Gods was her use of magic. Therefore, Almarists believe that the best way to assist Almar is to learn magic themselves. Most of Almar’s texts are either lost or undecipherable so far, so the exact magic used is not known. But, that just means that Almarists accept and are intrigued by most different forms of magic. This acceptance of magic sets Redclyf-Rozania apart from most other human settlements and religions, as they are all usually staunchly anti-magic. Redclyf-Rozania, in contrast, supports magic and even views it as necessary.They believe that it should be used responsibly and mostly by members of the Sisterhood of Almar, but it still stands that the people as a whole are much more amenable to it. How does your settlement tie to the greater lore and narrative set by the community on LotC?: Redclyf-Rozania is a part of the Savoyard Remnants and is fitting into the new storyline of the southern continent. The fall of Savoy created a power vacuum in the southern continent, and many new nations and settlements sprouted up. Redclyf-Rozania has a major part in this political intrigue, as it is one of the settlements Savoy left behind, and is in a prime location. Many different settlements and groups see the Southern Continent as a land of opportunity now that there is no major nation there, and are moving in. This has created a tumultuous political situation, which made a Southern Conference group necessary. People from Redclyf-Rozania were heavily involved in the start of this group, and they continue to be a major part of that alliance. With new political issues being brought up almost every day for the south, there is sure to be more storylines and RP happening. And anything could happen with the Savoyard Remnants. Redclyf-Rozania also brings in the opportunity for a new and unique culture: a combination of culture from the Savoyards, Norland, Rozania, and real life Norse. Have you ever run a settlement on LoTC before and what experience do you have with leadership within roleplay communities among the current groups of players?: I’ve run several vassal groups on LOTC before, I led a keep that was a vassal of Sarissa (in Sutica), a village that was a vassal in Krugmar, and a keep that was a vassal of Savoy. I also ran a mercenary company called the Red Company, which had some success fighting in wars and had a decent 10-12 guys last summer. Recently, I’ve been running Redclyf-Rozania as an unofficial settlement and have been doing politics and managing the town while working on our lore, build, and settlement application. Do you understand the metrics for maintaining activity and the grounds for settlement removal, along with the standing polity cap? I do.
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Hello! I'm the leader of a settlement, and we're trying to get a build done to paste into LOTC. We're currently living in the town of Myrine, and will keep a lot of that build, but we're trying to add larger walls into the town for the new raid rules and a castle. We've been trying to do the build ourselves, but none of us are very experienced builders so we've been struggling a lot with it. If there are any good builders out there who would be interested in helping out, message me on discord Sean_kelly26#1626 Thank you!
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"Now it's time to put this mess behind us," Friedrich would think as this message is sent out, quite done with current events.
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Friedrich of Redclyf would be sitting in the tavern, feet kicked up on a table in front of the fire when the missive would be brought to him. "A bout of insanity? ...I wasn't aware." And with that, casually tossing the document into the flame.
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THE Redclyf-Rozanian Law WHICH SHALL STAND AS, The LICIT CODEX of the DUAL DUCHIES of REDCLYF-ROZANIA, be such EDICTAL, CRIMINAL, or CIVIL in nature. C O N T E N T S B O O K I Of Rights B O O K II Of Succession, Marriagehood; And of Custody CHAP. I. ー Of Succession CHAP. III. ー Of Custody B O O K III Of Criminals and Treason CHAP. I. ー Of Criminals CHAP. II. ー Of Treason B O O K IV Of Contracts, Feudal, and Social Obligations CHAP. I. ー Of Contracts CHAP. II. ー Of Feudal Obligations CHAP. III. ー Of Social Obligations B O O K V Of the Duchies, Claims, and Ducal Inheritance CHAP. I. ー Of the Dual Duchies CHAP. II. ー Of the Duchies’ Claims CHAP. III. ー Of Ducal Inheritance B O O K VII Of Religion B O O K VII Of Clarifications REDCLYF-ROZANIAN LAW OF THE PUBLICATION, EFFECT, AND APPLICATION OF THE CODEX Article 1. B O O K I. OF RIGHTS 1. The Right to Self Defence - Every Man shall have the right to defend himself when he comes under attack, so long as it is unprovoked. 2. The Right to Trial - Every Man shall have the right to a trial, when accused of crimes of a heinous nature. B O O K II. OF SUCCESSION, MARRIAGEHOOD; AND OF CUSTODY CHAPTER I. Of Succession 3. A legally recognized marriage in the Duchy of Redclyf can be a union between two descendants of any gender or race, performed under whichever marriage ritual they desire. 4. If a Man has many legitimate sons, neither his estate nor titles may be partitioned among them or anyone else without the willing consent of his heir. 5. If a Man has any legitimate children, he is unable to pass any inheritance to his illegitimate children, as it would deny the children born in wedlock of their birthright. 6. If a Man has an heir, he cannot sell off the entirety of his estate, as his heir has a claim to that land. He can sell off portions of his estate, and, if he has no heirs, can sell the entirety. 7. If a Man with an inheritable estate dies with no children left as heirs, his inheritance will go to his grandchildren; if there are none, then a brother, or sister, and their descendants; after this an uncle, or aunt, and their descendants. 8. As is fair and just, a third of a Man’s effects should go to his wife, should he outlive her. 9. If a Man holds land as a hersir and owes his lord a levy, his land and titles may only be divided up by his eldest surviving son, and if he has daughters only, then it shall go to his eldest surviving daughter. 10. It shall be that heirs are bound to the debts of their father, and his father, and his father; it shall ascend, and obligations are to be inherited as if they were land. CHAPTER III. Of Custody 11. If an heir is under the age of 16, then he will be deemed too young to fulfill his feudal duties as a Hersir. They shall be taken under the care of their lord, and exempt from said duties until they reach the age of 16. 12. If a married couple shall split, barring extraneous circumstances that make their lord the Duke decide otherwise, they will share custody of any child that they have, as is just and fair. B O O K III. OF INDICTMENT, INDICTABLE OFFENCES; SUMMARY PUNISHMENT; HARMING MAJESTY; AND REGARDING TREASON CHAPTER I. Of Criminals 13. A Man shall be considered criminal if they: 14. Conclude the life of another Man, outside of legally recognized self defense; 15. Attack another Man, outside of legally recognized self defense; 16. Thieve the property of another Man; 17. Spoil the property of another Man; 18. Trespass onto any property that is not their own, whether through physical force, intimidation, stealth, or otherwise; 19. Own another Man as a slave or indentured servant; 20. Seize another Man unlawfully and hold him involuntarily; 21. Attempt, using coin, force, blackmail, or any other method, to hire or convince any individual to carry out a crime in their stead. 22. Attempt, using coin, force, blackmail, or any other method, to bribe a member of His Serene Highness’ personal levy, palace staff, or Small Council. 23. Act as an extrajudicial, wherein they attempt to deliver justice unto a criminal they may have helped apprehend. If a good samaritan has aided in the capture of a fugitive, they are expected to turn them over to His Grace’s men of the Red Banner. 24. Speaks untruth to His Grace, the Duke of Redclyf, or expresses falsehoods under sworn Oath; 25. Perform other acts with hostile, malicious, or harmful intent. CHAPTER II. Of Treason 26. Attempt harm or conspire harm against His Grace, the Duke of Redclyf, His wife, the Duchess of Redclyf, or any members of his family; 27. Attempt or conspire sabotage against the fortifications of Redclyf; 28. Attempt to or conspire to aid the enemies of Redclyf, through subterfuge or other means; 29. Embezzle funds, arms, or armor from His Grace’s vaults; 30. Attempt to or conspire to raise an army against His Grace’s forces, the Red Banner. 31. Take action or conspire to take action against the realm B O O K IV. OF CONTRACTS, FEUDAL, and SOCIAL OBLIGATION CHAPTER I. Of Contracts 32. Whether it is verbal or written, a contract is binding by law. 33. If there is a dispute over said contract, the matter will be settled by the Duke, whereupon his ruling is final. 34. Contracts agreed to by force shall be considered nulled and void. CHAPTER II. Of Feudal Obligation 35. Each Hersir is expected and obligated to swear fealty to His Grace, and all his successors. 36. Each Hersir shall provide a levy of their men to the Red Banner when called, where they will command them as officers. . B O O K V. OF CONTRACTS, FEUDAL, and SOCIAL OBLIGATION CHAPTER I. Of the Dual Duchies 37. Of the two duchies in the realm of the Dual Duchies of Redclyf-Rozania, Redclyf is a landed title, while Rozania is purely titular. This dynamic establishes the Duchy of Redclyf as the primary title, whereas the Duchy of Rozania is secondary. 38. Any landed vassal of the realm bears the land from the duchy of Redclyf, and thus are primarily a vassal of Redclyf. 39. As the Duke of Redclyf is also the Duke of Rozania, laws and customs from the Rozanians should be followed when possible. 40. Exceptions shall be made to Law 39 when the said Rozanian law or custom goes against the law or custom of the land of Redclyf. 41. As is custom with Rozanians, the Dual Duke of Redclyf-Rozania shall have a Rzad, that Rzad being named members of the Council Aesirs whom the Duke shall appoint. CHAPTER II. Of the Duchies’ Claims 42. The Duchy of Redclyf claims the land from the old castle Redclyf to the hills beyond the capital town of Myrine. 43. Any further land gains made will be incorporated and solely claimed by the primary and landed title of the Duchy of Redclyf. 44. To not gain poor relations with the varying powers of the area, the Duchy of Rozania permanently abandons all claims to any former land. Henceforth making the Duchy a titular title. 45. To follow this, all vassals of the Duchy of Rozania are to be purely titular in nature, and will not hold land in the Duchy of Redclyf unless they are also a vassal of Redclyf. If that be the case, then their title as vassal of Redclyf shall be their primary. CHAPTER III. Of Ducal Inheritance 46. Following the primogeniture succession law, the Duchy and titles shall be given in their entirety to the eldest son of the Duke. 47. If the Duke dies with no children left as heirs, his inheritance will go to his grandchildren; if there are none, then a brother, or sister, and their descendants; after this an uncle, or aunt, and their descendants. 48. Succession of the Duchy may not be given to an illegitimate child born out of wedlock, if the Duke does not explicitly legitimize them and name them their heir. B O O K VI. OF RELIGION 49. Every Man has the freedom to worship whatever religion or pantheon they choose. So long as they do not disrespect other religions, Almarism in particular. 50. Regardless of Religion, all citizens of the realm must come together to defend Almar and her lake from any person who would desecrate or attack it. 51. No man should attempt to harm the Lady’s Lake, her relics, or the Lady herself. B O O K VI. OF CLARIFICATIONS 52. Any referral to someone as a Man shall be taken as a general term applying to all descendants, regardless of gender or race. 53. All cases will be decided by the Duke, who shall apply the law in an honest and just manner 54. The Duke reserves the right to change the laws of the Duchy should any of them be proven ineffective in administering justice.
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Hello! I'm looking to commission a coat of arms for my Duchy, Redclyf. We've been using this crappy one that I made for free, but I'd like a nice coat of arms that we can be proud of. If you draw coat of arms, and would be interested in drawing one for us, let me know. I can pay Venmo, or if another payment method needs to be used, I could probably do that too. Message me on discord with a few pictures you've done and your typical price! Sean_kelly26#1626
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The Government of Redclyf 11th of the First Seed, 78 SA Government Redclyf is a Duchy, and is therefore ruled by the Duke of Redclyf. The Duke rules with the help of the Small Council, inspired by both the councils of the Kingdom of Norland and the Principality of Savoy. The Council will have twelve places, all referred to as Aesir. Five of those slots will be given to Advising Aesirs for a specific set specialty to advise on. The other six spots will be granted to promising fighters or military commanders who have proved their worth to the Duke and to Redclyf as a whole, known as the Valor Aesirs. They will function as a “Duke’s Guard,” or just an elite host. The last spot will be given to the champion of the Duke who will be tasked with their protection, and will be referred to as Shield of the Duke. The Small Council positions are: Aesir of Aesirs - Second hand to the Duke, leads the other Aesirs. Aesir of Peace - Head advisor of diplomacy and politics, both internal and external Aesir of War - Head advisor of the military and military operations Aesir of Coin - Head advisor regarding finance, taxes, trade, and managing affairs within the town Aesir of Whispers - Head advisor of key information and intelligence. Aesir of Protection - The Dukes appointed champion, Shield of the Duke. Valor Aesirs - Six slots to be given to promising commanders and fighters. Inheritance As the title Duke of Redclyf is feudal in nature, the succession of the title will be primogeniture with the eldest son of the count receiving the title. If the eldest son dies or is not eligible, it shall go to the next son down the line, and so on and so on. If there is no eligible son to inherit the throne, then there will be an election within the clan to decide who will be the next Duke of Redclyf. Vassals Vassals who prove loyal to the Duke can be granted land within the Duchy of Redclyf. They will be expected to swear an oath of loyalty to the standing Duke and all of their successors. If they have men loyal to them they will additionally be expected to raise them as levy to fight when the Duke calls. All land-owning vassals of the Duke will be referred to as Hersirs, and they are eligible and most likely will be serving within the small council as an Aesir. The Sun Rises on Redclyf!
